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I thought Freeside Open was a good idea but actually trying to do quests in Freeside was like taking an ax to my machine that otherwise runs FNV perfectly. Had to uninstall and just use what modular Open stuff there was.
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# ? Aug 17, 2012 14:58 |
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# ? May 28, 2024 08:42 |
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Skwirl posted:You'll have to look through the mod file likely, check any documentation that came with the mod, most stuff I've used listed ID numbers for traits and perks added. If it's written down the first 2 digits are XX, which you replace with the mods load order in hex, I know FOMM lists those numbers next to the mod names on the checklist. Alright, thank you. I thought I'd have to go into the GECK or something. Edit: A new problem has arisen, I swear this run has had so many tiny bugs. Whenever I find an ammo crate containing MFCs or SECs, there are always only 3-5 of each. I don't think that is normal. When they are mixed, say flamer fuel and SEC, or ECP and MFC, they are normal, like 20-30ish or whatever. How do I even begin to find out what causes this? I'm looking at stuff in FNVEdit, and the only possible thing I can see is something Old World Blues changed here: But I don't think that is the problem. Endymion FRS MK1 fucked around with this message at 19:35 on Aug 17, 2012 |
# ? Aug 17, 2012 18:19 |
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Endymion FRS MK1 posted:Alright, thank you. I thought I'd have to go into the GECK or something. Apologies for the double post, but I turned off everything except FalloutNV.esm and readius.esp (so I can actually access my pip-boy), loaded an earlier save, rediscovered REPCONN HQ and went inside, through the two average locked doors, and checked the 3 crates. The top one always spawns with SEC and MFC combos, the bottom ones with two random energy ammos, or a cmbo guns/energy ammo. Those two are still normal (ex 32 MFC and 32 5.56 in one), but the top one is still giving me stuff like 3 SECs and 4 MFCs. This wasn't in the base game, was it?
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# ? Aug 17, 2012 20:21 |
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Huh, the Jackhammer doesn't seem to be working with signature weapons. Is the screw up on my end or is the mod just not comparable?
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# ? Aug 18, 2012 01:02 |
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Stroth posted:Huh, the Jackhammer doesn't seem to be working with signature weapons. Is the screw up on my end or is the mod just not comparable? No idea man. I don't see any reason why it shouldn't but then I have no idea how the mod works. Luckily the dude that made it is a goon, so you might be able to have him look at the reason why.
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# ? Aug 18, 2012 01:48 |
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Sorry if I missed it in the OP, but are there any mod packs or conversion mods that have some cool enhancements or interesting things for people who have played through the vanilla game before, that are sort of coherent and/or really benefit one another? Last time I just tried installing a bunch of cool looking ones from the OP it was kind of overwhelming, and it seemed like some of them interfered with one another in terms of mechanics.
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# ? Aug 18, 2012 02:37 |
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AndroidHub posted:Sorry if I missed it in the OP, but are there any mod packs or conversion mods that have some cool enhancements or interesting things for people who have played through the vanilla game before, that are sort of coherent and/or really benefit one another? Last time I just tried installing a bunch of cool looking ones from the OP it was kind of overwhelming, and it seemed like some of them interfered with one another in terms of mechanics.
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# ? Aug 18, 2012 02:57 |
AndroidHub posted:Sorry if I missed it in the OP, but are there any mod packs or conversion mods that have some cool enhancements or interesting things for people who have played through the vanilla game before, that are sort of coherent and/or really benefit one another? Last time I just tried installing a bunch of cool looking ones from the OP it was kind of overwhelming, and it seemed like some of them interfered with one another in terms of mechanics. You'd be correct, there aren't any mod packs in the OP. The only genuine mod pack I can think of is called NVamp, and it is terrible--I'm not even sure it's still being updated. Your best bet is to use a large "anchor" mod as the focus of your load order, learn what it does, and then add other mods to it that complement your anchor mod or touch upon areas that it doesn't. Project Nevada, for example, is broken down into four plugins. One is the core mod, one deals with numbers and gameplay rebalancing, a third deals with adding new weapons and armor, and a fourth adds the entirely new "Cyberware" feature. If you install that mod, you've got most bases covered: The numbers are rebalanced, you've got some new weapons and outfits, and the new Deus-Ex style Cyberware system. With the breadth of things that it does, PN makes a good anchor mod. CCO's complete suite of mods is another good example. Figure out what anchor mod you want to roll with, and then see what other people are using in conjunction with it.
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# ? Aug 18, 2012 02:57 |
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Naky posted:No idea man. I don't see any reason why it shouldn't but then I have no idea how the mod works. Luckily the dude that made it is a goon, so you might be able to have him look at the reason why. Nah, I got it working. My signature weapons had gotten corrupted somehow.
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# ? Aug 18, 2012 03:36 |
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Rock, Paper, Shotgun did an article on New Vegas Uncut. Is Project Nevada compatible with it?
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# ? Aug 18, 2012 19:54 |
Benjamin Black posted:Rock, Paper, Shotgun did an article on New Vegas Uncut. Is Project Nevada compatible with it? I don't see why it wouldn't be.
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# ? Aug 18, 2012 20:27 |
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I tried out the Right to Bear Arms mod on a new playthrough and was surprised that like one out of three powder gangers outside of Goodsprings had some kind of GRA weapon. Seems unbalanced since I can sell off all these goodies for good cash.
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# ? Aug 18, 2012 23:31 |
tables posted:I tried out the Right to Bear Arms mod on a new playthrough and was surprised that like one out of three powder gangers outside of Goodsprings had some kind of GRA weapon. Seems unbalanced since I can sell off all these goodies for good cash. Read the readme. You can configure all of that. The default rates are (in my opinion) too high, but nothing's stopping you from reeling it back in a bit.
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# ? Aug 19, 2012 00:23 |
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I have run into a particularly annoying bug. I have made it to the end scene of Crush the White Legs in Honest Hearts. But after having pulled out his gun and aimed it at a captive, Graham just freezes in his tracks and stands there forever without doing anything. Can anyone tell me if it is related to my load order? [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] CaravanPack.esm [X] ClassicPack.esm [X] FreesideOpen.esm [X] NVStripOpen.esm [X] NPC Project.esm [X] jsawyer.esp [X] CRL9K_ThisMachineSound.esp [X] DarNifiedUINV.esp [X] Benny's Beta (Grey) Suit.esp [X] SecuritronsRetextured.esp [X] Alsatian NCR Guard Dogs.esp [X] christinecos.esp [X] ExtendedNVRadio.esp [X] MBOWBExtended60.esp [X] MojaveExtended60.esp [X] Existence2.0.esp [X] ED-E Flying Fixed.esp [X] The New Bison Steve Hotel.esp [X] Imp's Timescale Adjuster.esp [X] AndTheLawWon.esp [X] VanGraffHostilityQuestFix.esp [X] populatedcasino-light.esp [X] TWO BEARS HIGHFIVING.esp [X] Benny's Lucky Lighter.esp [X] BoSCombatArmorJS.esp [X] EMR-StealthSuitMkII.esp [X] The Low Profile Armor Mod (JSawyer).esp [X] Lighten UP, New Vegas.esp [X] nopipboyglove.esp [X] LogicalReputationShifts.esp [X] GRA WRP Compatibility Patch.esp [X] JoeCobbIsFiend.esp [X] pyRepair.esp [X] WhiteHHmongrels.esp [X] NVCE Main.esp [X] NVCE Main - Companions.esp [X] NVCE DLC01.esp [X] NVCE DLC02.esp [X] NVCE DLC03.esp [X] NVCE DLC04.esp [X] Bitter Springs Revisited.esp [X] VeronicaScribeRobe.esp [X] Vulpes Inculta.esp [X] Hanlon the badass 4.esp [X] StripOpenMain.esp [X] FreesideOpenPatch.esp [X] FSOmusic.esp [X] outsidebets.esp [X] Lombard Station.esp [X] Lombard Station - Dead Money.esp [X] Lombard Station - Honest Hearts.esp [X] Lombard Station - Old World Blues.esp [X] Lombard Station - Lonesome Road.esp [X] Lombard Station - Gun Runners' Arsenal.esp [X] Western Sky - Darker Nights.esp [X] Nights are Darker - Honest Hearts.esp [X] Nights are Darker - Lonesome Road.esp [X] Nights are Darker - Old World Blues.esp [X] Merged Patch.esp
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# ? Aug 19, 2012 00:26 |
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I'm thinking of replaying Fallout 3 soon, is there a list like the one in the OP for mods for that game too?
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# ? Aug 19, 2012 01:09 |
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TomWaitsForNoMan posted:I'm thinking of replaying Fallout 3 soon, is there a list like the one in the OP for mods for that game too? There's an entire thread for modding Fallout 3.
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# ? Aug 19, 2012 02:17 |
TomWaitsForNoMan posted:I'm thinking of replaying Fallout 3 soon, is there a list like the one in the OP for mods for that game too? I would suggest Fallout Wanderer's Edition (FWE) as my anchor mod, with Mart's Mutant Mod (MMM) for some enemy variety, Weapon Mod Kits (WMK) to emulate New Vegas' weapon modding system, DCInteriors for new buildings to explore, and Fellout for overhauling the weather. If the Apocalypse Armory got a compatibility patch with FWE, I would be all over that, too. It adds a bunch of cool, canon-friendly weapons, and a lot of them I've never seen in other mods (a pepperbox style gun?!) Throw NMC's texture pack in there to make everything pretty and boom, you should be good to go.
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# ? Aug 19, 2012 02:29 |
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I'm running into an annoying problem while trying to set up my newest New Vegas run. I keep setting the FOV to 90 degrees, changing all 3 relevant values in all 3 .inis (fdefaultfov, fworlddefaultfov, f1stpersondefaultfov or whatever those 3 are), but the game still runs in 75 degrees. I can set it to 90 by hitting fov 90 in the console, but as soon as I exit the console it reverts to 75. Also tried fov 90, then saveini commands. Here's my mod list, could anything be interfering? falloutnv.esm 01 DeadMoney.esm 02 HonestHearts.esm 03 OldWorldBlues.esm 04 LonesomeRoad.esm 05 GunRunnersArsenal.esm 06 ClassicPack.esm 07 MercenaryPack.esm 08 TribalPack.esm 09 CaravanPack.esm 0A OFT_Merge_All.esm 0B CompanionInfAmmo.esm 0C Inventory Access.esm 0D More Perks.esm 0E NSkies URWLified.esm 0F NVInteriors_Core.esm 10 NVInteriors_WastelandEditon.esm 11 Project Nevada - Core.esm 12 Project Nevada - Equipment.esm 13 Tales from the Burning Sands.esm 14 Weapon Mod Expansion.esm 15 WME - GRA.esm 16 WME - DLCs.esm 17 oHUD.esm 18 Project Nevada - Rebalance.esp 19 Project Nevada - Cyberware.esp 1A DarNifiedUINV.esp 1B CASM.esp 1C The Mod Configuration Menu.esp [Version 1.5] 1D Lucky 38 Suite Expansion.esp 1E The New Bison Steve Hotel.esp 1F UHNV.esp 20 UHNV-Dead Money.esp 21 UHNV-Honest Hearts.esp 22 UHNV-OWB.esp 23 UHNV-Lonesome Road.esp 24 UHNV-More Mannequins.esp 25 UHNV-Brighter Lighting.esp 26 Lucky38marker.esp 27 NewVegasExtendedMapMarkers.esp 28 Project Nevada - Dead Money.esp 29 Project Nevada - Honest Hearts.esp 2A Project Nevada - Old World Blues.esp 2B Project Nevada - Lonesome Road.esp 2C Project Nevada - Gun Runners' Arsenal.esp 2D NewVegasBounties.esp 2E NewVegasBountiesII.esp 2F More Perks Update.esp 30 NV_STTraitsandPerks - NVSE.esp 31 CompanionInfAmmoOptional.esp 32 CompanionInfAmmoCheat.esp 33 gambling.esp 34 SignatureArmor.esp 35 SignatureWeapons.esp 36 Powered Power Armor.esp 37 NVLevelCapByDandysWithHPAnd1LPP.esp 38 Jump Fall Fixer.esp 39 LFox Bottle That Water.esp 3A Weapon Mod Expansion.esp 3B Project Nevada - WME.esp 3C WME - GRA - Complete.esp 3D WME - DLCs.esp 3E NSkies URWLifiedOWB.esp 3F NSkies URWLifiedHH.esp 40 NSkies URWLifiedDM.esp 41 Night Brightness Adjuster.esp 42 BetterGamePerformanceV4.esp 43 NRN-AutoRepair.esp 44 no karma loss for stealing.esp 45 LFox Improved GRX Implant.esp 46 Lombard Station.esp 47 Lombard Station - Dead Money.esp 48 Lombard Station - Gun Runners' Arsenal.esp 49 Lombard Station - Honest Hearts.esp 4A Lombard Station - Lonesome Road.esp 4B Lombard Station - Old World Blues.esp 4C merged patch.esp
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# ? Aug 19, 2012 05:57 |
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Have you checked to see whether or not the game is using a custom .ini or autoexec that could be placed somewhere else, Cantorsdust? I've got a hankering for some more New Vegas at the moment, but I'd like to mod the game so it's much more different. Not a total conversion or anything, but something that changes up the gameplay significantly. I've seen mods for Fallout that add stuff like increased monster spawns and changing VATS to bullet time and poo poo like that. Is there anything similar for NV? Perhaps there's a certain combination of mods that change poo poo up?
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# ? Aug 19, 2012 06:23 |
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cat doter posted:Have you checked to see whether or not the game is using a custom .ini or autoexec that could be placed somewhere else, Cantorsdust? I'm using the standard 4gb exe, but beyond that I can't imagine what the problem is. I've done this before without problem Where would I check for a custom .ini? edit: The other thing is, all of my other edits took. Mouse acceleration is gone, etc. Only the FOV won't change. Or rather, I can type fov 90 into the console, the view will change appropriately, but the screen zooms back in as soon as I exit the console. It's weird. edit 2: And I got it working. Just had to start a new game. Something must be stored in the save somewhere that keeps forcing the original fov. Cantorsdust fucked around with this message at 06:38 on Aug 19, 2012 |
# ? Aug 19, 2012 06:28 |
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wharblgarbl! What does the machine downstairs in lombards station do!? I thought for sure it would be related to the helios quest.. but nada. I need to know!
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# ? Aug 19, 2012 07:23 |
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Pretty sure that machine is all for show and a nice detail, but a different machine does open up when you start Old World Blues.
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# ? Aug 19, 2012 07:36 |
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potaties posted:Pretty sure that machine is all for show and a nice detail, but a different machine does open up when you start Old World Blues. The vending machine from dm was a nice addition. Is there anything else that is actually useful I can get? Still need to finish LR and OWB... Decorations are cool and all, but function over form imo. I've spent a lot of time just collecting weapons and ammo to stock the shelves... I have to fill them up... it's a compulsion.
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# ? Aug 19, 2012 07:44 |
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Kharmakazy posted:wharblgarbl! What does the machine downstairs in lombards station do!? I thought for sure it would be related to the helios quest.. but nada. I need to know! If you're talking about the thing related to the power generator, that's just there to mock other mods with stupidly long and complex power generator quests.
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# ? Aug 19, 2012 08:44 |
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Utritum posted:I have run into a particularly annoying bug. I have made it to the end scene of Crush the White Legs in Honest Hearts. But after having pulled out his gun and aimed it at a captive, Graham just freezes in his tracks and stands there forever without doing anything. Can anyone tell me if it is related to my load order? I had this exact same issue recently. It appeared to be related to the extended Honest Hearts mod from the OP. Unless I've missed it you don't appear to have it in your load order however...
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# ? Aug 19, 2012 15:19 |
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Ohio State BOOniversity fucked around with this message at 16:47 on Jan 10, 2017 |
# ? Aug 19, 2012 19:49 |
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Bit of a one off, but is there anything floating around that adds a Glock 34? I searched on the Nexus and came up empty.
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# ? Aug 19, 2012 20:04 |
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Capn Beeb posted:Bit of a one off, but is there anything floating around that adds a Glock 34? I searched on the Nexus and came up empty. I doubt it pretty severely since it doesn't fit well into the timeframe for the weapons at all. I mean, someone may have done it... because.. mods... but I wouldn't expect it or anything.
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# ? Aug 19, 2012 20:22 |
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Kharmakazy posted:I doubt it pretty severely since it doesn't fit well into the timeframe for the weapons at all. I mean, someone may have done it... because.. mods... but I wouldn't expect it or anything. Didn't stop me from adding a Glock 18, 19, 20, and 35 with TA.
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# ? Aug 19, 2012 20:26 |
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Naky posted:Didn't stop me from adding a Glock 18, 19, 20, and 35 with TA. Granted. But if he searched the nexus for "glock" and didn't find it chances are it isn't there.
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# ? Aug 19, 2012 20:35 |
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Utritum posted:I have run into a particularly annoying bug. I have made it to the end scene of Crush the White Legs in Honest Hearts. But after having pulled out his gun and aimed it at a captive, Graham just freezes in his tracks and stands there forever without doing anything. Can anyone tell me if it is related to my load order? Dunno if it's mod related or not but I ran into the same bug. I fixed it by entering 'enableplayercontrols' and then talking to salt-upon-wounds to initiate the fight.
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# ? Aug 19, 2012 21:00 |
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So I'm fairly new to modding and I've gotten a lot of mods together and verified that the esps are all underneath their corresponding esm. NV does run but it does feel unstable. I'm running with the 4gb mod, project neveda, the high texture mod, and a lot of addition mods. The game chops up a lot outside occasionally and does crash once in a while. Does the high quality texture mods really kill performance that much? I'm running an i5-760 with a geforce gtx 460 1gb with 4gb ram on a SSD.
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# ? Aug 19, 2012 21:54 |
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Am I imagining poo poo, or did someone recently post an improved distance LOD mesh mod?
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# ? Aug 19, 2012 22:01 |
It's not your PC, it's the engine. It was never designed to deal with these quantities of crap.
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# ? Aug 19, 2012 22:01 |
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Capn Beeb posted:Am I imagining poo poo, or did someone recently post an improved distance LOD mesh mod? This one?
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# ? Aug 19, 2012 22:05 |
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Yeah that's the one, no files uploaded though? E: Nexus making GBS threads itself again, nevermind.
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# ? Aug 19, 2012 22:27 |
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Is there a mod that adds a WWII american GI uniform? It doesn't feel right rolling with a Garand and 1911 with a tacticlol uniform. I know the NCR armor is similar but the helmet is awful.
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# ? Aug 19, 2012 23:57 |
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The Sweetling posted:Dunno if it's mod related or not but I ran into the same bug. I fixed it by entering 'enableplayercontrols' and then talking to salt-upon-wounds to initiate the fight. Had the same bug and assumed it was my mods, but I talked to a friend who played it on the 360 and he reported the same thing happening.
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# ? Aug 20, 2012 01:33 |
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Hi, picked up this game along with a pile of others during the summer sale, though I've played/beaten it before, finally getting around to playing it again. What mods should I pick up? I've already added Project Nevada, what goes well with that?
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# ? Aug 20, 2012 02:24 |
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# ? May 28, 2024 08:42 |
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Oh good god. The load order to use CCO, Nevada, and jsawyer all together is a god damned nightmare, and the CCO readme doesn't cover jsawyer. Edit: I wanted to use Mod Organizer like I do with Skyrim, but fomod support is still in its infancy stages for MO and a lot of fomod scripts seem like they'll be particularly hard to adapt. I guess I'll just use FOMM for now. The Man From Melmac fucked around with this message at 03:06 on Aug 20, 2012 |
# ? Aug 20, 2012 02:53 |